US9954897B2 - Methods and systems providing cyber security - Google Patents
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- US9954897B2 US9954897B2 US15/057,234 US201615057234A US9954897B2 US 9954897 B2 US9954897 B2 US 9954897B2 US 201615057234 A US201615057234 A US 201615057234A US 9954897 B2 US9954897 B2 US 9954897B2
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L63/00—Network architectures or network communication protocols for network security
- H04L63/14—Network architectures or network communication protocols for network security for detecting or protecting against malicious traffic
- H04L63/1441—Countermeasures against malicious traffic
- H04L63/1491—Countermeasures against malicious traffic using deception as countermeasure, e.g. honeypots, honeynets, decoys or entrapment
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06N—COMPUTING ARRANGEMENTS BASED ON SPECIFIC COMPUTATIONAL MODELS
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- G06N7/01—Probabilistic graphical models, e.g. probabilistic networks
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L63/00—Network architectures or network communication protocols for network security
- H04L63/14—Network architectures or network communication protocols for network security for detecting or protecting against malicious traffic
- H04L63/1408—Network architectures or network communication protocols for network security for detecting or protecting against malicious traffic by monitoring network traffic
Definitions
- the present invention relates generally to the field of network security. More particularly, the present invention is related to methods for analysis of cyber network interactions among attackers, passive network sensors, and active network sensors using three-sided games, where each side can have multiple participants sharing the same goal.
- the method provides network security based on the analysis.
- Network attacks include one-to-one attacks, one-to-many attacks, and many-to-one attacks.
- Existing network security methods suffer from high false positives, difficulty in detecting highly complex attacks, and the inability to adapt for detecting new types of attacks.
- existing methods often perform attack identification in a passive manner by using only available alerts instead of actively seeking and prioritizing the most useful alerts to mitigate.
- Another aspect that is lacking with current methods is the inability to provide effective mitigation of network threats, predicting future attacks, and resolving multiple simultaneous attacks.
- the recommendation of mitigation is usually provided in an ad hoc and heuristic manner, often independent of the situation awareness (SA) process, the user, or the importance of the network for operational considerations.
- SA situation awareness
- a honeypot e.g., including active network sensors
- a honeypot can act as a supportive side, which can be camouflaged in the network to help passive sensors detect and track cyber network attacks.
- a system in accordance with an additional feature of the present invention, includes a computer programmed for three-side game-theoretic analysis of cyber network interactions among attackers, passive network sensors, and active network sensors.
- a honeypot acts as a support side, which can be camouflaged in the network to help passive network sensors detect and track cyber network attacks, and which generally originate from attacking servers.
- Game theory is relatively a new application for cyber research, and the use of a honey net provides a unique aspect of the work that enhances game-theoretic developments over passive network sensors and active network sensors.
- the numerical game solution includes four features: first, it can quickly determine whether the game problem has one Nash equilibrium, multiple Nash equilibriums, or no Nash equilibrium; second, it can efficiently check if the equilibrium is a mixed or pure Nash; third, it can timely compute the (mixed) Nash equilibriums; and fourth, it also follows a Fictitious Play Concept.
- FIG. 1 illustrates a block diagram of a system in accordance with features of the present invention
- FIG. 2 is a concept level block diagram of the three-sided game model for cyber network security problems
- FIG. 3 depicts the system level flowchart of the three-sided game model and the geometric method
- FIG. 4 depicts an exemplary three sided game in a matrix format
- FIG. 5 is an exemplary action curve and surface intersection which has pure active sensor strategy
- FIG. 6 depicts another exemplary action curve and surface intersection which is a typical mixed Nash equilibrium
- FIG. 7 is a flowchart showing the block 33 , “determine a cell and line segment”, of FIG. 3 .
- FIG. 8 depicts an exemplary cell and line segment to be searched for the intersection of action surface (of attacker) and action curve (defender).
- FIG. 9 is a flowchart showing the main process of “current set contains MNE?” route 71 in FIG. 7 .
- FIG. 10 is a flowchart showing the “is p insider a triangle (p1, p2, p3)?” route 93 in FIG. 9 .
- FIG. 11 depicts an exemplary cell and line segment containing the intersection of action surface (of attacker) and action curve (defender).
- the purpose of this invention is to develop three-sided game theory based innovative situation awareness systems and methods for active network security and impact mitigation of adversarial attacks against cyber networks.
- FIG. 1 there is shown an implementation of a cyber-network security system according to the invention in a local network having the passive and active network sensors deployed.
- the local network comprises N production server 14 .sub. 1 to 14 .sub.N.
- the network traffic can be monitored by a Snort based passive network sensor (PNS) 12 a , which can be controlled by the PNS engine 12 b .
- PNS Snort based passive network sensor
- Some network requests can be routed to an active network sensor (ANS) 13 b , which can interact with remote users in a virtual way.
- the ANS can be deployed based on Honeypot and Address Resolution Protocol Daemon (ARPD).
- the interaction scripts and strategies can be reconfigured via the ANS engine 13 b .
- the attacker 10 can launch cyber-attacks to the local network via the Internet 11 .
- the PNS engine and ANS engine can follow the mixed Nash equilibrium of the three-side game model shown in FIG. 2 .
- FIG. 2 shows the concept level framework of the three-side game model.
- Attacker 2 may launch various cyber-attack weapons 21 a , which are inputs to the game model. Attacks will get rewards 21 b , which depend on the game model parameters 23 , PNS strategies 25 a , and ANS strategies 26 a . Similarly, PNS engine 27 and ANS engine 28 can obtain their rewards 25 b and 26 b respectively. Their values are also partially determined by the attacker's choices. This reward dependence is the main modeling merit of game theory method: decisions should be made with the consideration of the opponents.
- MNE Mixed Nash equilibrium
- the action surface or action curve is set of one side's best response actions for his opponents' possible choices.
- the ANS and PNS are coordinated to defend attackers. Therefore, given a combined PNS and ANS choices (h k , s k ), the attacker will compute his best response r k . Since h k , s k and r k are all scalar values, the attacker's best response set is a surface, which is called an action surface. Similarly, for ANS and PNS, their combined best response is a curve, called an action curve.
- FIG. 3 shows the system level flowchart of the invention.
- Block 30 creates a three-sided game model based on a scenario or problem.
- the system states are defined as the probability vector of N servers: ( p 1 1
- 1 is the detection rate (DR), which is the probability that server i is flagged as attacked when it is actually attacked
- 0 is the false positive rate (FPR), which is the probability that server i is flagged as attacked when it is actually NOT attacked.
- DR detection rate
- FPR false positive rate
- p i f is the probability that an attack on server i is failed and
- p i f p i 1
- the three-sided interaction is modeled as a matrix game.
- FIG. 4 depicts an exemplary three-sided game in a matrix format.
- the game size (shown by 40 ) is determined by the possible strategies of the three sides. After all sides choose their strategies, a special three-dimensional (3D) action curve or cube can be picked.
- the game in FIG. 4 is played by three sides in such a way that attacker chooses his strategy to maximize the J a (eq. 3) in the picked cube (for example cube 41 in FIG. 4 ), while PNS and ANS engines choose their coordinated strategies to maximize the J d (eq. 2) in the same cube, which depends on both attacker's and PNS/ANS combined engine choices.
- J a eq. 3
- PNS and ANS engines choose their coordinated strategies to maximize the J d (eq. 2) in the same cube, which depends on both attacker's and PNS/ANS combined engine choices.
- this invention presents a geometric solution to compute MNEs.
- the action curve (surface) based solution is depicted in block 31 - 34 of FIG. 3 .
- Block 31 computes the action curve of PNS and ANS engines. For all possible attacker strategies, eq. (2) is maximized by choosing the coordinated PNS and ANS strategies. By connecting all these best responses of coordinated strategies, along with the chosen attacker strategies, block 31 obtains the defender action curve.
- Block 32 computes the action surface of attacker. For any possible coordinated PNS and ANS strategies, eq. (3) is maximized by choosing the attacker strategy. Then block 32 connects these best responses of attacking strategies, along with the chosen coordinated defender strategies, to obtain the attacker action surface.
- MNE mixed Nash equilibrium
- FIG. 5 is an exemplary action curve and surface intersection which has a pure active sensor strategy.
- 51 00 is the point at attacker action surface when ANS and PNS engines choose the coordinated strategy (0, 0).
- 51 a2 is the point at attacker action surface when ANS and PNS engines choose the coordinated strategy (10, 2).
- 50 7 is the point at the defender action curve when attacker takes no. 7 strategy.
- 50 5 is the point at the defender action curve when attacker takes no. 5 strategy.
- 52 5 and 52 a are the contour lines of the attacker action surface when the attacking rate is 50% and 100% of the maximum attacking speed. From the plot in FIG. 5 , it is obvious that PNS engine will play his No. 10 strategy and the intersection occurs between 50 4 and 50 5 at the action curve.
- FIG. 6 depicts another exemplary action curve and action surface intersection which is a typical mixed Nash equilibrium.
- 60 9 is the point at the defender action curve when attacker takes no. 9 strategy.
- 60 8 is the point at the defender action curve when attacker takes no. 8 strategy.
- 61 27 is the point at attacker action surface when ANS and PNS engines choose the coordinated strategy (2, 7).
- 61 19 is the point at attacker action surface when ANS and PNS engines choose the coordinated strategy (1, 9).
- 62 23 and 62 7 are the contour lines of the attacker action surface when the attacking rate is 30% and 70% of the maximum attacking speed. From the plot in FIG. 8 , it is difficult to find location of the intersection. Therefore, the invention presents a geometric solution ( FIG. 7 ) to find cells in action surface and the related line segments in action curve so that they contains the intersection points.
- FIG. 7 is a flowchart showing the “determine a cell and line segment” block 33 in the process of FIG. 3 .
- Block 70 is to initialize the searching by setting the sizes of the attacker action set, the PNS action set, and the ANS action set. It also set the initial position of the searching.
- Block 71 is to test whether current action surface cell and action curve segment contain the intersection. The details of this block are described in FIG. 8 .
- Block 72 saves the current decision set if it contains the intersection. Otherwise, the process will search next set (surface cell and curve segment). This decision can be decomposed in Block 73 - 77 .
- Block 73 will check whether all the surface cells are searched. If yes, it is ready to test the possible intersection between next curve segment and one of the all surface cells.
- Block 76 will check whether all curve segments searched. If yes, the search processing ends and exits (block 78 ). If no, the next curve segment is set in block 77 . Then it will repeat the search by going to block 71 . Another possible outcome of block 73 is that unsearched cells for current curve segment may exist. Therefore, the next surface cell is set as the current cell in block 75 . The test procedure repeats and goes to block 71 . After all sets are searched, the process will exit (Block 78 ) with saved sets containing the intersection points, which are MNEs. The invention will further calculate the MNEs in Block 34 of FIG. 3 .
- FIG. 8 depicts an exemplary cell and line segment to be searched for the intersection of action surface (of attacker) and action curve (defender).
- 80 1 - 80 4 determine the action surface cell projected to ANS and PNS engines strategy space (like 43 in FIG. 4 ).
- 81 1 and 81 2 define the action curve segment, where r 1 and r 2 are the consecutive attacker strategies. Since all 6 points are on the action surface or action curve, the locations in three-dimensional (3D) spaces can be determined. This problem, of whether the set contains an intersection point, can be solved via the following way:
- FIG. 9 is a flow chart of testing whether a line segment goes through a triangle. This part is the main process of “current set contains MNE?” route 71 in FIG. 7 .
- Block 90 specifies the input and output structure. The inputs are the three points of the triangle and the line segment. The output is yes or no.
- Block 91 calculates the intersection point of the plane, which contains the triangle, and the line, which contains the line segment. The detail algorithm is listed as follows:
- FIG. 10 is a flow chart showing the “is P insider a triangle (p1, p2, p3)?” route 93 in FIG. 9 .
- Block 100 is to specify the input structure, which contains the three points of the triangle and a point to be tested. Given that the p and triangle are in the same plane (since p is the intersection point, p is in the plane contains the triangle), the geometric solution is based on following observation. A point p is the triangle (p 1 ,p 2 ,p 3 ), if and only if
- the next step is to compute the MNE for a given action surface cell and action curve segment, which contains the intersection point.
- FIG. 11 depicts an exemplary cell and line segment containing the intersection of action surface (of attacker) and action curve (defender). Points 110 1 - 110 4 define the cell and point 111 is the intersection point. The exact position (in three dimensions: PNS s* , ANS h*, and Attacker r*, see FIG.
- s* ⁇ 1 s 1 + ⁇ 2 s 2 + ⁇ 3 s 3 +(1 ⁇ 1 ⁇ 2 ⁇ 3 ) s 4 (4)
- h* ⁇ 1 h 1 + ⁇ 2 h 2 + ⁇ 3 h 3 +(1 ⁇ 1 ⁇ 2 ⁇ 3 ) h 4
- r* ⁇ 1 r 1 +(1 ⁇ 1 ) r 2 (6) where 0 ⁇ 1 ⁇ 1, 0 ⁇ ( ⁇ 1 + ⁇ 2 + ⁇ 3 ) ⁇ 1, and 0 ⁇ 1 ⁇ 1.
- r 1 and r 2 are the attacking strategies of the two end points of active curvve segment.
- Block 35 of FIG. 3 is implemented the obtain MNE.
- the PNS engine will play s 1 strategy with probability ⁇ 1 , s 2 strategy with probability ⁇ 2 , s 3 strategy with probability ⁇ 3 , and s4 strategy with probability 1- ⁇ 1 - ⁇ 2 - ⁇ 3 .
- the ANS engine will play h 1 strategy with probability ⁇ 1 , h 2 strategy with probability ⁇ 2 , h 3 strategy with probability ⁇ 3 , and h4 strategy with probability 1- ⁇ 1 - ⁇ 2 - ⁇ 3 .
- the attacker will play the r 1 strategy with probability ⁇ 1 , and the r 2 strategy with probability 1- ⁇ 1 .
- Block 36 and 37 of FIG. 3 are designed to let system update the states defined in eq. (1). Then the game can be updated with the new system states. Accordingly, the three-sided game solution can be calculated using the geometric solution of the present invention, which provides a closed loop control paradigm.
- geometry is a branch of mathematics concerned with questions of shape, size, relative position of figures, and the properties of space.
- the disclosed geometric solution solves the three-sided game model by finding a three-dimensional action curve (e.g. for a cyber defender) and a three-dimensional action surface (e.g. for a cyber attacker).
- the action surface or action curve is set of one side's best responses actions for all the opponents' possible choices of actions.
- the ANS and PNS engines are coordinated to defend against attackers. Therefore, given a combined PNS and NAS engine choices (a two-dimensional point), the attacker computes his best response. All the attacker's best responses form a surface, which is called an action surface. This set is described in block 32 of FIG. 3 .
- the first step is to find a cell containing the point, as described in block 33 of FIG. 3 .
- the second step is to locate the intersection point in the cell, as described in block 23 of FIG. 3 . Since the three-sided game solution is based on the geometric relation (intersection) of two shapes (action curve and action surface), the solution is called geometric solution in this disclosure.
- the present numerical game solution has four features: first, it can quickly determine whether the game problem has one Nash equilibrium, multiple Nash equilibriums, or no Nash equilibrium; second, it can efficiently check the equilibrium is a mixed or pure Nash; third, it can timely compute the (mixed) Nash equilibriums; and fourth, it also follows a Fictitious play concept, from which the solution is an adaptive one and can be applied for any partially observed cyber security system.
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Abstract
Description
(p 1 1|1 ,p 1 1|0 ,p 2 1|1 ,p 2 1|0 , . . . p N 1|1 ,p N 1|0) (1)
where pi 1|1 is the detection rate (DR), which is the probability that server i is flagged as attacked when it is actually attacked, pi 1|0 is the false positive rate (FPR), which is the probability that server i is flagged as attacked when it is actually NOT attacked.
J d(p)=Σi=1:N(c i1 p i 1|1 −c i2 p i 0|1 −c i3 p i 1|0) (2)
J a(p)=Σi=1:N(v i1 p i s −v i2 p i t) (3)
where ci1, ci2, ci3 are the positive constants for server i; pi 0|1=1−pi 1|1 is the miss detection probability; vi1, vi2 are the value of server i and the cost of attacking server i; pi s is the probability of successfully penetrate server i. The model includes pi s=pi 0|1pa(j), where pa(j) is the success rate of the selected attack (j). pi f is the probability that an attack on server i is failed and pi f=pi 1|1+pi 0|1(1−pa(j)). The three-sided interaction is modeled as a matrix game.
-
- if r1r2 go through Δ123, true, exit;
- else if r1r2 go through Δ124, true, exit;
- else if r1r2 go through Δ134, true, exit;
- else r1r2 go through Δ234, true, else false;
where Δ123 is the triangle determined by points 80 1, 80 2, and 80 3. Similar notes for Δ124, Δ134, and Δ234, The geometric solution to test whether a line segment go through a triangle is presented inFIG. 9 .
-
- n=cross((p2−p1), (p3−p1)); % calculate the normal vector
- if (n′*(pt−ps)==0), return false; % no intersection
- r=n′*(p1−ps)/(n′*(pt−ps)); % calculate the ratio on the normal vector
- p=ps+r*(pt−ps); % calculate the intersection point based on the ratio
Note that the intersection may not be located in the triangle or in the line segment even if the intersection point exists. Therefore, blocks 92-95 are used here to further test whether the intersection point is in the triangle AND in the line segment.Block 92 checks if the intersection point p is between ps and pt. If no, triangle (p1, p2, p3) doesn't intersect with the line segment (ps, pt) as stated inBlock 95. Otherwise, theBlock 93 is used to test whether the intersection point p is inside the triangle (p1, p2, p3). The details of theblock 93 will be explained in the followingFIG. 10 . If the result ofBlock 93 is yes, triangle (p1, p2, p3) does intersect with the line segment (ps, pt) as stated inBlock 94. Otherwise, the procedure goes toBlock 95.
-
- p and p1 on the same side of the line through p2 and p3, AND
- p and p2 on the same side of the line through p1 and p3, AND
- p and p3 on the same side of the line through p1 and p2.
The invention uses the following geometric method to test where two points (p1, and p) on the same side of a line (p2, p3): - cp1=cross(p2−p3, p−p3); % calculate the cross product
- cp2=cross(p2−p3, p1−p3); % calculate the cross product
- IF cp1′*cp2>=0, same side. ELSE different side.
Blocks 101-106 depict the whole test processing of whether p insider a triangle (p1, p2, p3).Block 101 tests whether p and p1 are on the same side of line (p2, p3). If yes, the procedure continues inBlock 102. Otherwise, p is not in the current triangle as stated inBlock 105.Block 102 tests whether p and p2 are on the same side of line (p1, p3). If yes, the procedure continues inBlock 103. Otherwise, p is not in the current triangle as stated inBlock 105.Block 103 tests whether p and p3 are on the same side of line (p1, p2). If yes, p is in the current triangle as stated inBlock 104. Otherwise, p is not in the current triangle as stated inBlock 105. The procedure exits inBlock 106.
s*=λ 1 s 1+λ2 s 2+λ3 s 3+(1−λ1−λ2−λ3)s 4 (4)
h*=λ 1 h 1+λ2 h 2+λ3 h 3+(1−λ1−λ2−λ3)h 4 (5)
r*=κ 1 r 1+(1−κ1)r 2 (6)
where 0≦λ1≦1, 0≦(λ1+λ2+λ3)≦1, and 0≦κ1≦1. r1 and r2 are the attacking strategies of the two end points of active curvve segment. Then the rewards, J, are
J* d =J d(s*,h*,r*)=f d(λ1,λ2,λ3,κ1) (7)
J* a =J a(s*,h*,r*)=f a(λ1,λ2,λ3,κ1) (8)
Since (s*, h*, r*) is a mixed Nash equilibrium, the following equations apply:
∂f d/∂λ1=0 (9)
∂f d/∂λ2=0 (10)
∂f d/∂λ3=0 (11)
∂f a/∂κ1=0 (12)
where λ1, λ2, λ3, and κ1 can be obtained by solving the equations (9-12). Then the MNE can be computed by eq. 4-6.
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CN110324332A (en) * | 2019-06-28 | 2019-10-11 | 重庆大学 | A kind of method of controlling security for micro-capacitance sensor under network attack |
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